VINTAGE GOTHIC Firearms
v1.1
Required Book Victorian equipment: Italics are used to
denote Victorian-era equipment.
Bayonets: A stabbing weapon attached to
The Old-School Essentials Core Rules the end of a long firearm:
(Hereby referred to as simply Old-School
> Cost: 4gp
Essentials) are required for the use of
this product. > Damage: 1d6
> Qualities: Brace, Melee
Introduction > If used in hand: The bayonet’s damage
is reduced to 1d4 and it loses its “Brace”
This document is a free excerpt covering quality.
firearms of the Georgian and Victorian
eras from the upcoming Vintage Gothic: Keeping up with Vintage Gothic
Omnibus of Horror. Both Vintage Gothic: Teaser of Terror
and Vintage Gothic: Artificer Class can
Required Concepts be downloaded from DriveThruRPG.
Antique weapon rarity: It is Join us at the Tallpenny Productions
recommended that the PCs not be Discord server for regular development
allowed to purchase weapons of an updates: https://discord.gg/7SqbXqsSrf
earlier era at character creation. The high
price of earlier firearms may be explained
by their antique status by the Victorian
era.
Writing, editing, and layout: Ryan Baillie
Header Photo: Phoebe Strafford
Layout inspired by: Old-School Essentials by Necrotic Gnome
Text and design © Ryan Baillie 2021.
Tallpenny Header photo by Phoebe Strafford on Unsplash; Header embellishment icon
by Bettina Tan, from the Noun Project; Frame border on “Omnibus of
Horror” cover by Olena Panasovska, from the Noun Project.
Old-School Essentials is a trademark of Necrotic Gnome. The trademark
and Old-School Essentials logo are used with permission of Necrotic
Gnome, under license.
This product is neither an official Old-School Essentials release nor
affiliated with or approved by Necrotic Gnome, except under license.
This product is released under the terms of the Open Game License Version
1.0a, Copyright © 2000, Wizards of the Coast, Inc.
1
Antiques in the Victorian era
Firearms By the mid-19th century, popular firearm
designs of the previous era were growing
Viability of Firearms out of date.
Firearms have two central attributes that If playing in a campaign past this point,
dictate when they should be used: the referee might decide to treat these
> They are very powerful weapons as antiques, subject to
availability limitations (see Required
> They are very loud Concepts, p1.)
A firearm will outclass in damage any The derringer is an exception as similar
other weapon. However, they are so loud firearms were present in both eras.
that if fired they will alert any monsters
or law enforcement in a wide area. Lenient Firearms (Optional rule)
Characters should be weary of the
consequences of using such weapons. Some referees may like the idea of
firearms in their campaign, but feel the
Firearms power they have here excessive.
Cost (gp) Weight
Variant damage statistics are included
Firearm (Coins) here to more closely scale firearms with
Blunderbuss 40 100 other weapons:
Derringer 20 15 > 2d6: 1d6.
Musket 80 100 > Explode (2d6): Explode (1d6).
Musket, Carbine 60 80 > Explode (3d6): Explode (2d4).
Pistol 30 30
Statistics
Repeater 120 100
A single d6: Will explode 1-in-6 times -
Repeater, Carbine 100 80 having only a 1% chance of reaching ten
Revolver 30 30 damage dealt.
Rifle 80 100 Exploding 2d4: Deal no greater than ten
Rifle, Carbine 60 80 damage 91% of the time. There is only a
Shotgun 40 100 1% chance of reaching sixteen damage.
Firearm Ammunition
Cost Cost
Ammunition Ammunition
(gp) (gp)
Blunderbuss shot (30 shots) 15 Silver blunderbuss shot (1 shot) 5
Derringer rounds (Box of 30)* 10 Silver derringer round* 3
Musket balls (Box of 30)† 15 Silver musket ball† 5
Pistol balls (Box of 30) 10 Silver pistol ball 3
Rifle bullets (box of 30)†‡ 15 Silver rifle bullet†‡ 5
Revolver bullets (Box of 30) 10 Silver revolver bullet 3
Shotgun shell (Box of 30) 15 Silver shotgun shell 5
*Can be either a ball or a bullet depending on the era of derringer.
†For use with both full-sized and carbine models of their respective firearms.
‡For use with both the rifle and the repeater.
2
Firearm Combat Stats
Weapon Damage Qualities
Explode Loud, Missile (5’–10’ / 11’–15’ / 16’–20’), Pierce,
Blunderbuss
(3d6)* Reload (2), Slow, Two-handed
Loud, Missile (5’–10’ / 11’–15’ / 16’–20’), Pierce,
Derringer 2d6
Reload (1)
Explode Bayonet, Loud, Missile (5–50’ / 51’–200’ / 201’–250’),
Musket
(3d6)* Pierce, Reload (3), Slow, Two-handed
Explode Bayonet, Loud, Missile (5–25’ / 26’–100’ / 101’–150’),
Musket, carbine
(3d6)* Pierce, Reload (3), Slow, Two-handed
Explode Loud, Missile (5’–10’ / 11’–25’ / 26’–50’), Pierce,
Pistol
(2d6)* Reload (2)
Bayonet, Loud, Missile (5’–50’ / 51’–200’ / 201’–
Explode
Repeater 250’), Multi (15), Pierce, Rapid, Reload (2), Slow,
(3d6)*
Two-handed
Bayonet, Loud, Missile (5’–25’ / 26’–100’ / 101’–
Explode
Repeater, carbine 150’), Multi (10), Pierce, Rapid, Reload (2), Slow,
(3d6)*
Two-handed
Explode Bayonet, Loud, Missile (5’–50’ / 51’–200’ / 201’–
Rifle
(3d6)* 250’), Pierce, Reload (1), Slow, Two-handed
Explode Bayonet, Loud, Missile (5’–25’ / 26’–100’ / 101’–
Rifle, carbine
(3d6)* 150’), Pierce, Reload (1), Slow, Two-handed
Explode Loud, Missile (5’–10’ / 11’–25’ / 26’–50’), Multi (6),
Revolver
(2d6)* Pierce, Rapid, Reload (2)
Explode Loud, Missile (5’–10’ / 11’–15’ / 16’–30’), Multi (2),
Shotgun
(3d6)* Pierce, Reload (1), Slow, Two-handed
*Exploding damage: Each time a die rolls maximum damage, an additional die is
rolled and added to the total damage. If any added dice roll maximum, each of those get
an extra damage die added - and so on - until no more are maximum rolls.
Firearm Qualities Multi: Can be fired the number of times
shown in parenthesis before the firearm is
Bayonet: May have a bayonet mounted. empty.
See Required Concepts, p1.
Pierce: Ignores any armour class
Reload: Requires a number of rounds (in adjustment from armour, helmets, and
parenthesis) to reload once empty. shields at close range. -5 AC at medium
Loud: The gunshot can be heard from a range; -2 AC at long range.
distance away equal to twenty times the Rapid: Three shots can be fired in a
weapon’s maximum range. These single attack roll, gaining a +2 bonus to
distances are halved in noisy that roll.
environments and areas with thick walls.
Slow: The character acts last in each
Missile: Fired weapon (greater than 5’ combat round (see Combat in Old-
distance). The distances for short (+1 to School Essentials).
hit), medium, and long (–1 to hit) range
are shown in parentheses. Two-handed: Requires both hands; the
character cannot use a shield.
3
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